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Add dynamic compile exceptions to fix skin test scenes

This commit is contained in:
Dean Herbert 2020-10-16 14:39:02 +09:00
parent c0a1f2158c
commit e89c5c3b3c
4 changed files with 8 additions and 0 deletions

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@ -19,6 +19,7 @@ using osu.Framework.Graphics.Textures;
using osu.Framework.Lists;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Game.Beatmaps.Formats;
using osu.Game.Database;
using osu.Game.IO;
@ -36,6 +37,7 @@ namespace osu.Game.Beatmaps
/// <summary>
/// Handles the storage and retrieval of Beatmaps/WorkingBeatmaps.
/// </summary>
[ExcludeFromDynamicCompile]
public partial class BeatmapManager : DownloadableArchiveModelManager<BeatmapSetInfo, BeatmapSetFileInfo>, IDisposable
{
/// <summary>

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@ -13,6 +13,7 @@ using osu.Framework.Development;
using osu.Framework.IO.Network;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Framework.Threading;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests;
@ -23,6 +24,7 @@ namespace osu.Game.Beatmaps
{
public partial class BeatmapManager
{
[ExcludeFromDynamicCompile]
private class BeatmapOnlineLookupQueue : IDisposable
{
private readonly IAPIProvider api;

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@ -8,6 +8,7 @@ using osu.Framework.Audio.Track;
using osu.Framework.Graphics.Textures;
using osu.Framework.IO.Stores;
using osu.Framework.Logging;
using osu.Framework.Testing;
using osu.Game.Beatmaps.Formats;
using osu.Game.IO;
using osu.Game.Skinning;
@ -17,6 +18,7 @@ namespace osu.Game.Beatmaps
{
public partial class BeatmapManager
{
[ExcludeFromDynamicCompile]
private class BeatmapManagerWorkingBeatmap : WorkingBeatmap
{
private readonly IResourceStore<byte[]> store;

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@ -18,12 +18,14 @@ using osu.Framework.Graphics.OpenGL.Textures;
using osu.Framework.Graphics.Textures;
using osu.Framework.IO.Stores;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Game.Audio;
using osu.Game.Database;
using osu.Game.IO.Archives;
namespace osu.Game.Skinning
{
[ExcludeFromDynamicCompile]
public class SkinManager : ArchiveModelManager<SkinInfo, SkinFileInfo>, ISkinSource
{
private readonly AudioManager audio;